New soviet commanders real?
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Posts: 260
So... No step back tactics and Tank Hunters real? Because i didn't see them yet. Anybody got those?
I think those two are actually out a long time ago. However, due to their considerable ability to tilt the game to Soviets favor, they have never been actually released to the players.
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I think those two are actually out a long time ago. However, due to their considerable ability to tilt the game to Soviets favor, they have never been actually released to the players.
How is not being able to retreat or being able to buy PTRS on conscripts "tilting the game to soviet favor"?
Posts: 260
How is not being able to retreat or being able to buy PTRS on conscripts "tilting the game to soviet favor"?
It comes with the massive income to all resources. This basically means you can just send waves of men to their deaths. No need for retreat. The ability "Hold The Line" also gives all units massive stat upgrades, which potentially means a long line of defense of literally meat shields. They can stave off the opponents simply by lobbing men at them.
Edit: PTRS conscripts are heavily favorable to Soviet because Conscripts are cheap and PTRS distribution means you can have several squads with anti-tank capabilities. It's going to act similar to the PPSh-41 that conscripts already have in their arsenal. This could mean skipping tech, which the Soviet already do. The trade-off of starting with M3 and Penal is less AT. Conscripts with AT rifles early can thus negate that weakness and stave off 222 and other light armor. This is only one of the many abilities, so keep that in mind.
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It comes with the massive income to all resources.
It increases your menpower by 50 while decreasing your fuel by 50%(was around 50% last time I've seen the ability).
This basically means you can just send waves of men to their deaths. No need for retreat. The ability "Hold The Line" also gives all units massive stat upgrades, which potentially means a long line of defense of literally meat shields. They can stave off the opponents simply by lobbing men at them.
You'll outnumber opponent in early game, you'll loose attrition war in mid/late game due to not being able to preserve vetted squads. Limited fuel won't allow you to get enough armor, you'll get crushed.
Edit: PTRS conscripts are heavily favorable to Soviet because Conscripts are cheap and PTRS distribution means you can have several squads with anti-tank capabilities. It's going to act similar to the PPSh-41 that conscripts already have in their arsenal. This could mean skipping tech, which the Soviet already do. The trade-off of starting with M3 and Penal is less AT. Conscripts with AT rifles early can thus negate that weakness and stave off 222 and other light armor. This is only one of the many abilities, so keep that in mind.
You'll loose AI on a squad that already have bad AI and doesn't scale to get a light AT weapon that doesn't do anything to StuG and up. You won't have guards that can button and fight infantry. You won't have shocks and possible KV-8/IS-2 call-ins for late game. You won't have anything outside of SU-85 to fight armor and you won't have anything at all to fight infantry.
Such a WIN doctrines.
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Such a WIN doctrines.
Why not wait til someone online actually has the doctrine before pronouncing it over/underpowered.
To me the Anti-tank one seems underwhelming, and Not One Step Back is such a wild card I won't judge it for now.
And, on topic, someone on steam posted a picture on the Steam community showing the anti-tank doctrine in his inventory- so the answer, at least for one, is yes.
Posts: 260
It increases your menpower by 50 while decreasing your fuel by 50%(was around 50% last time I've seen the ability).
You'll outnumber opponent in early game, you'll loose attrition war in mid/late game due to not being able to preserve vetted squads. Limited fuel won't allow you to get enough armor, you'll get crushed.
You'll loose AI on a squad that already have bad AI and doesn't scale to get a light AT weapon that doesn't do anything to StuG and up. You won't have guards that can button and fight infantry. You won't have shocks and possible KV-8/IS-2 call-ins for late game. You won't have anything outside of SU-85 to fight armor and you won't have anything at all to fight infantry.
Such a WIN doctrines.
*mumbles* Yeah I think I see your point.
I guess I made the same assumption that "it's OP cuz its new".
But for the sake of discussion lets continue about what might make it potentially strong or weak.
Tank Hunter: I think with the whole skill set in consideration, it makes for a very strong AT composition. At CP 2 without the need of teching, Conscripts can lob 3 smaller AT nades as well as setting down Light AT mines on their own. This could potentially be neat since the word "light mine" reminds me of that 7 ammo mine that works decently well for AI in the Soviet Defensive Doctrine. There's PTRS at 3 which just means early vehicles should drive around Conscripts. Engineer salvage seems sort of out of place, I half-expected a vehicle mark, but it wasn't included. The last one is just a AT bomb splash, which judging by how most bomb runs work, will wreck most medium tanks while scarring the heavier ones.
Not one step back: On regards of the extra manpower, I wasn't talking about the manpower blitz skill. The no retreat skill has the description: "Command musters all available assets to increase resource income.." which means there is probably a much higher resource income for the price of no retreat. There is also the Commisar, which I'm guessing simply means the meat shield of a front-line gets a few buffs - I don't know the stats so I can't tell how well it will do. The scorched earth policy did get my attention. It bombards all opponents in friendly territory with rockets. If the rockets are the katyusha, then depending on the amount of rockets, it could be a very strong defensive skill that spreads to a large area.
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my impression upon seeing the no step back doctrine.
Who needs PTRS on Conscripts??
my impression upon seeing the tank hunter doctrine.
The tank hunter one is rather underwhelming and it appears that its specifically designed to hunt those lonely sad scout cars and not providing any actual solid AT. The no step back doctrine looks very interesting tho. I would play without a doctrine till i could get T3 vehicles out, then pop the doctrine and spam Manpowerblitz. That way i could both spam infantry and Tanks with the hopefully ridiculous resource income, and lolwtf - like beat my opponent.
Posts: 2184 | Subs: 2
play through conscripts against OKW - double suicide.
the game does not need commanders based on conscripts.
Make new commanders based on shock troops or new special units - Marines / Paratroopers
Posts: 1042
Back then the one way you could retreat your cons would be to have your commissar killed (like the storm officer for OKW). If you're facing the AT doctrine, beware the Il-2 bombing run with that. Basically it's 250 AT grenades being dropped on an enemy tank. in beta I destroyed 2 tanks in a single run, though they were bunched up.
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